- Add AI decision safety checks documentation - Add simulation testing commands - Update architecture with services/, stores/, and new files - Add PostgreSQL to dependencies Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
211 lines
6.8 KiB
Markdown
211 lines
6.8 KiB
Markdown
# Golf Card Game - Project Context
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A real-time multiplayer 6-card Golf card game with CPU opponents and smooth anime.js animations.
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## Quick Start
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```bash
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# Install dependencies
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pip install -r server/requirements.txt
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# Run the server
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python server/main.py
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# Visit http://localhost:5000
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```
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## Architecture
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```
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golfgame/
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├── server/ # Python FastAPI backend
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│ ├── main.py # HTTP routes, WebSocket handling
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│ ├── game.py # Game logic, state machine
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│ ├── ai.py # CPU opponent AI with timing/personality
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│ ├── simulate.py # AI simulation runner with stats
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│ ├── game_analyzer.py # Query tools for game analysis
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│ ├── stores/
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│ │ └── event_store.py # PostgreSQL event sourcing
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│ └── services/
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│ └── game_logger.py # Game move logging to PostgreSQL
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│
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├── client/ # Vanilla JS frontend
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│ ├── app.js # Main game controller
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│ ├── card-animations.js # Unified anime.js animation system
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│ ├── card-manager.js # DOM management for cards
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│ ├── animation-queue.js # Animation sequencing
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│ ├── timing-config.js # Centralized timing configuration
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│ ├── state-differ.js # Diff game state for animations
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│ ├── style.css # Styles (NO card transitions)
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│ └── ANIMATIONS.md # Animation system documentation
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│
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└── docs/
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├── v2/ # V2 feature docs (event sourcing, auth, etc.)
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└── v3/ # V3 feature planning documents
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```
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## Key Technical Decisions
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### Animation System
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**When to use anime.js vs CSS:**
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- **Anime.js (CardAnimations)**: Card movements, flips, swaps, draws - anything involving card elements
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- **CSS keyframes/transitions**: Simple UI feedback (button hover, badge entrance, status message fades) - non-card elements
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**General rule:** If it moves a card, use anime.js. If it's UI chrome, CSS is fine.
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- See `client/ANIMATIONS.md` for full documentation
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- `CardAnimations` class in `card-animations.js` handles everything
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- Timing configured in `timing-config.js`
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### State Management
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- Server is source of truth
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- Client receives full game state on each update
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- `state-differ.js` computes diffs to trigger appropriate animations
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### Animation Race Condition Flags
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Several flags in `app.js` prevent `renderGame()` from updating the discard pile during animations:
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| Flag | Purpose |
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|------|---------|
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| `isDrawAnimating` | Local or opponent draw animation in progress |
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| `localDiscardAnimating` | Local player discarding drawn card |
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| `opponentDiscardAnimating` | Opponent discarding without swap |
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| `opponentSwapAnimation` | Opponent swap animation in progress |
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| `dealAnimationInProgress` | Deal animation running (suppresses flip prompts) |
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**Critical:** These flags must be cleared in ALL code paths (success, error, fallback). Failure to clear causes UI to freeze.
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**Clear flags when:**
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- Animation completes (callback)
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- New animation starts (clear stale flags)
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- `your_turn` message received (safety clear)
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- Error/fallback paths
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### CPU Players
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- AI logic in `server/ai.py`
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- Configurable timing delays for natural feel
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- Multiple personality types affect decision-making (pair hunters, aggressive, conservative, etc.)
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**AI Decision Safety Checks:**
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- Never swap high cards (8+) into unknown positions (expected value ~4.5)
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- Unpredictability has value threshold (7) to prevent obviously bad random plays
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- Comeback bonus only applies to cards < 8
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- Denial logic skips hidden positions for 8+ cards
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**Testing AI with simulations:**
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```bash
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# Run 500 games and check dumb move rate
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python server/simulate.py 500
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# Detailed single game output
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python server/simulate.py 1 --detailed
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# Compare rule presets
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python server/simulate.py 100 --compare
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```
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## Common Development Tasks
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### Adjusting Animation Speed
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Edit `timing-config.js` - all timings are centralized there.
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### Adding New Animations
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1. Add method to `CardAnimations` class in `card-animations.js`
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2. Use anime.js, not CSS transitions
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3. Track in `activeAnimations` Map for cancellation support
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4. Add timing config to `timing-config.js` if needed
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### Debugging Animations
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```javascript
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// Check what's animating
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console.log(window.cardAnimations.activeAnimations);
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// Force cleanup
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window.cardAnimations.cancelAll();
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// Check timing config
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console.log(window.TIMING);
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```
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### Testing CPU Behavior
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Adjust delays in `server/ai.py` `CPU_TIMING` dict.
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## Important Patterns
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### No CSS Transitions on Cards
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Cards animate via anime.js only. The following should NOT have `transition` (especially on `transform`):
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- `.card`, `.card-inner`
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- `.real-card`, `.swap-card`
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- `.held-card-floating`
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Card hover effects are handled by `CardAnimations.hoverIn()/hoverOut()` methods.
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CSS may still use box-shadow transitions for hover glow effects.
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### State Differ Logic (triggerAnimationsForStateChange)
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The state differ in `app.js` detects what changed between game states:
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**STEP 1: Draw Detection**
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- Detects when `drawn_card` goes from null to something
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- Triggers draw animation (from deck or discard)
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- Sets `isDrawAnimating` flag
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**STEP 2: Discard/Swap Detection**
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- Detects when `discard_top` changes and it was another player's turn
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- Triggers swap or discard animation
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- **Important:** Skip STEP 2 if STEP 1 detected a draw from discard (the discard change was from REMOVING a card, not adding one)
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### Animation Overlays
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Complex animations create temporary overlay elements:
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1. Create `.draw-anim-card` positioned over source
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2. Hide original card (or set `opacity: 0` on discard pile during draw-from-discard)
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3. Animate overlay
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4. Remove overlay, reveal updated card, restore visibility
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### Fire-and-Forget for Opponents
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Opponent animations don't block - no callbacks needed:
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```javascript
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cardAnimations.animateOpponentFlip(cardElement, cardData);
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```
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### Common Animation Pitfalls
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**Card position before append:** Always set `left`/`top` styles BEFORE appending overlay cards to body, otherwise they flash at (0,0).
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**Deal animation source:** Use `getDeckRect()` for deal animations, not `getDealerRect()`. The dealer rect returns the whole player area, causing cards to animate at wrong size.
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**Element rects during hidden:** `visibility: hidden` still allows `getBoundingClientRect()` to work. `display: none` does not.
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## Dependencies
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### Server
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- FastAPI
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- uvicorn
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- websockets
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- asyncpg (PostgreSQL async driver)
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- PostgreSQL database
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### Client
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- anime.js (animations)
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- No other frameworks
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## Game Rules Reference
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- 6 cards per player in 2x3 grid
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- Lower score wins
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- Matching columns cancel out (0 points)
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- Jokers are -2 points
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- Kings are 0 points
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- Game ends when a player flips all cards
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